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RDF annotation of Second Life objects: Knowledge Representation meets Social Virtual reality., , , , и . Comput. Math. Organ. Theory, 20 (1): 20-35 (2014)On the Objective Evaluation of Real-Time Networked Games., , , и . GLOBECOM, стр. 1-5. IEEE, (2009)End-to-end quality of service architectures.. University of Milan, Italy, (2003)Believable group behaviours for NPCs in FPS games., , , , и . ISCC, стр. 12-17. IEEE Computer Society, (2017)Geo-anchored floating data for mobile users., , , , и . ICME Workshops, стр. 1-5. IEEE Computer Society, (2013)Distributed Rendering for Video Games via Object Streaming., , , и . ICDCS Workshops, стр. 209-214. IEEE, (2022)Improving Performances in League of Legends by Exploiting Inter-Operator Peering., , , , и . PIMRC, стр. 1-5. IEEE, (2018)Presenting GHItaly19: 3rd workshop on games-human interaction., , , , и . CHItaly, стр. 24:1-24:4. ACM, (2019)Player behaviour metrics for adjusting content in VR games: the case of fear., , , , и . CHItaly, стр. 26:1-26:6. ACM, (2021)Joint workshop on Games-Human Interaction (GHItaly21) and Multi-party Interaction in eXtended Reality (MIXR)., , , , , , , , , и 1 other автор(ы). CHItaly, стр. 41:1-41:2. ACM, (2021)